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Effects of a Digital Game-Based Course in Building Adolescents’ Knowledge and Social-Emotional Competencies

移情 心理学 同情 干预(咨询) 电子游戏 应用心理学 情商 发展心理学 医学教育 社会心理学 医学 多媒体 计算机科学 政治学 精神科 法学
作者
Vignesh Mukund,Mayank Sharma,Anurati Srivastva,Robin Sharma,Matthew Farber,Nandini Chatterjee Singh
出处
期刊:Games for health journal [Mary Ann Liebert]
卷期号:11 (1): 18-29 被引量:11
标识
DOI:10.1089/g4h.2021.0138
摘要

Objective: The purpose of this study was to investigate the efficacy of a digital game-based course to build domain knowledge and social emotional competencies of empathy and compassion in adolescents. Materials and Methods: The study used a digital game Bury me, my Love with an accompanying course which was administered to 201 participants between ages 13-18 across United Arab Emirates (UAE) and India. Standardized self-reports were used to score participants on measures of knowledge and attitudes, empathy, and compassion before and after the intervention. Mixed analyses of variance were conducted with 1 between-subjects factor (gender) and 1 within-subjects factor (time) to determine the impact of the intervention, followed by post hoc t-tests. Results: Increased effects of intervention were obtained for both knowledge and social emotional learning in both UAE and India. Specifically, there was a significant increase in awareness of migration and refugees in both India (P < 0.001) and UAE (P < 0.001). Interesting effects of gender were seen in which females in both countries showed increases in compassion from others (P < 0.05). Conclusion: This study opens a new window in game-based learning. The design of a structured course with learning outcomes that are centered around a digital game establishes its potential to create engaging and accessible solutions to simultaneously build domain knowledge and social-emotional competencies in adolescents.
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